Quoted By:
<span class="mu-s"><span class="mu-r">Herta Niemandova</span></span>
<span class="mu-s">Class:</span> Beguiler
<span class="mu-s">Level:</span> 1
<span class="mu-s">Attributes:</span> STR +0, DEX +2, CON +1, WIS +0, INT +3, CHA +1
<span class="mu-s">HP</span> 22/22, <span class="mu-s">Spells</span> 2/2, <span class="mu-s">AC</span> 12, <span class="mu-s">Fort</span> +1, <span class="mu-s">Ref</span> +4, <span class="mu-s">Will</span> +2
<span class="mu-s">Cantrips</span> Mage Hand, Prestidigitation, Ghost Sound, Detect Magic, Minor Image
<span class="mu-s">Spells</span> Blend, Silent Image
<span class="mu-s">Skills</span> Acrobatics +6, Arcana +7, Athletics +4, Devices +6, Herbalism +7, Investigation +7, Perception +4, Sleight of Hand +6, Stealth +6
<span class="mu-s">Abilities</span>
<span class="mu-i">Charlatan's Cant:</span> Your old man taught you a funny way of speaking that most people can't understand. Some of his guests could, as could some of your mother's clients. They were very confused to hear it come from a whore's daughter.
<span class="mu-i">Stygian Step:</span> Your old man taught you how to become one with the shadows. Literally. It wears you out, but you can move from shadow to shadow maybe four times before you need a break.
<span class="mu-i">Trapfinding:</span> You have a +1 on all checks to find traps or hazards, and have the know-how to look for magical traps that most people would overlook.
<span class="mu-s">Status</span> Fatigued 3/5
===
>Event Roll: 93
You follow the sound of dripping water through the hewn-stone halls until the drips become the burble of a stream and the burble of a stream becomes the rushing of falling waters. The twists and turns are abandoned and empty, with nary a beast nor monster so much as growling at you. More than once you find yourself faced with a dead end and forced to turn back. After an hour, maybe two, as the lichen on the walls grows thick enough that their light matches that of a single full moon, you finally find the source.
The hewn walls open to a cavern where crystals sparkle within the stone like a hundred thousand little stars, shedding light as though the seven moons were in alignment and all of them were full. Tis a dim sight compared to daylight, but compared to the darkness of the masonry tunnels it's like a clear and sunny day.
More importantly, there is <span class="mu-i">water</span>.
Water falls from the ceiling into a series of terraced pools, carrying with it the light of the glittering crystals and setting each pool aglow like a candle flame. Pale and blue, the pools let off steam without bubbling, and a test with your finger tells you that the warmth is <span class="mu-i">pleasant</span> instead of overwhelming heat.
It's more enough to wash out the stale taste of goblin from your mouth, and along with the salted leathery meat in your bindle you can banish the throbbing in your head. Aches and soreness remain throughout your body as you fill up the waterskins you salvaged from the goblins, giving you enough to travel, if you ration it well. You suspect you know how to make the soreness go away, but you might be left vulnerable if you soak for too long. (Roll 1d100)
>Soak in the pool until the soreness goes away
>Cast blend and soak until it falls off
>Maintain a silent image around yourself as you soak.
>Best to not risk it.